OS 2nded Rules (WEBSITE)

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2nd Edition

Solitaire session, I can't wait

G a m e p l a y ! to play again. On
top of that, I am
also nervous over
playing it again.

(Board Game Geek)

Ava i l a b l e !
Now
1 Ottoman Sunset 2.0 Game Rules

Ottoman the fourth Rule; and Rule 4.1.2 is the


second Subcase of the first Case of the

Sunset
fourth Rule.
Important information is in red text.
The Great War in the Near East References to examples of a Rule or Case
1914-1918 are in blue text and this font.
Table of Contents Text in shaded boxes, like this, provides
the voice of the game’s designer, who is
[1.0] INTRODUCTION .................. 1 addressing you to explain an idea or
[2.0] GAME EQUIPMENT ............ 2 concept that is not, itself, a Rule or a
[3.0] SET UP ................................ 3 Case.
[4.0] SEQUENCE OF PLAY .......... 4 [1.0] INTRODUCTION
[5.0] EVENT CARDS .................... 4 Ottoman Sunset is a stand-alone
[6.0] EVENT RESOLUTION ......... 4 solitaire States of SiegeTM game on
[7.0] ARMY MOVEMENT ............ 6 World War One in the Near East from
[8.0] PLAYER ACTIONS .............. 7 1914-1918. The player controls the
[9.0] KAISERSCHLACHT ............. 9 Young Turks (CUP or Committee of
Union and Progress) as they try to keep
[10.0] NATIONAL WILL............ 10 the Ottoman Empire alive amidst the
[11.0] VICTORY & DEFEAT ..... 10 struggles of the Great War.
[12.0] OPTIONAL RULES .......... 13 After many years of being the “Sick man of
[13.0] EXAMPLE OF PLAY ........ 18 Europe,” by the late 19th century the
Ottoman Empire attempted to reform and
[14.0] DESIGNER’S NOTES ....... 20 modernize itself. Ironically, such attempts
convinced restive nationalities such as the
[0.0] USING THESE RULES Greeks, Romanians, Bulgarians, etc., to
New gaming terms, when they are assert their independence and/or seek to
initially defined, appear in dark red expand their territory.
lettering for quick referencing. This weakness caused other Imperial
The instructions for this game are Powers to seize Ottoman territory, both
organized into major “Rules” sections as formally and informally. By the outbreak
shown in large green CAPS font, and of World War One, the Ottoman Empire
represented by the number to the left of was reduced to a core of territory in Asia
the decimal point (e.g., Rule 4.0 is the Minor, the Levant, the Hejaz,
fourth Rule). These Rules generally Mesopotamia, and a sliver of European
explain the game’s components, territory. This collapse led the military-
procedures for play, the game’s core political leadership in Turkey to take over
systems and mechanics, how to set it up, under the guise of the Young Turks.
and how to win. When war in Europe broke out in 1914, the
With each Rule, there can be “Cases” Ottoman Empire, pursuant to secret
that further explain a Rule’s general protocols, agreed to provide shelter to the
concept or basic procedure. Cases might fleeing German Battleship Goeben, which
also restrict the application of a Rule by was renamed Yavuz after joining the
denoting exceptions to it. Cases (and Ottoman Navy. After Britain refused to
Subcases) are an extension of a Rule deliver newly ordered Turkish battleships,
shown in the way that they are numbered. the Turko-German fleet bombarded Russian
For example, Rule 4.1 is the first Case of
Ottoman Sunset 2.0 Game Rules 2
forts, signaling the Ottoman Empire’s outward from it like spokes (Salonika,
entrance into World War One. Gallipoli, Caucasus, Mesopotamia, Arab,
The Ottoman Empire began with lofty and Sinai). The map also includes inset
strategic goals, but soon faced a hard maps of Gallipoli and The Narrows of
slog, defending its core empire against the Dardanelles, various holding boxes,
far-flung British-led forces, Russian tables, and data tracks to facilitate play.
armies, and a Hashemite Arab revolt. There is a half-box located in the
Furthermore, ongoing campaigns on
Northwest corner of the map (“Baghdad
other fronts, such as those with Austria
Railway”). You’ll find the remaining half
against Romania in the East, against Italy
on the Isonzo, and of course the draining
of the marker box on the Southeastern
stalemate of the Western Front had a corner of the Hapsburg Eclipse map. This
direct impact on events in this theater. box is used to hold a marker indicating the
Like Austria-Hungary, the Ottoman Berlin-Baghdad Railway is open, allowing
Empire needed direct German aid to keep for transfers of reserves and other military
it in the conflict. assets in the Combined Game. The rules
Despite victories at Kut and Gallipoli, by governing its use are included with
October 1918, the Turks had about all Hapsburg Eclipse. This box is not used
they could take and surrendered. Can you when playing Ottoman Sunset alone.
lead the Ottomans in the Great War and Event instructions Associated piece

allotted for that turn (Advance or Retreat)


achieve victory where your historical

Which Fronts move


counterparts failed?
(background shading indicates Card #

COMBINED GAME: Ottoman


Sunset has a sister game titled
Hapsburg Eclipse, depicting the struggle
of their Central Powers ally, Austria-
the card’s Epoch)
Headline

Hungary. If in possession of both games,


a Combined Game is playable, either as a
two player co-op game or as a large two- Player Actions
front solitaire game. The rules for the
Combined Game are included with
Hapsburg Eclipse and modify the rules
for each individual game.

[2.0] GAME EQUIPMENT Historical flavor text Action modifiers for


(explains the context) that card (only)
Parts Inventory
● 1 11” x 17” map [2.2] Event Cards: These cards
● 57 game pieces (when assembled) regulate the activity in the game,
● 13 Morning Event cards pronouncing headlines, providing
● 21 Mid-Day Event cards history, listing advancing Fronts and
● 15 Dusk Event cards the Actions you have available each
● 1 Setup Card turn. In addition, special effects or
● 1 Rules booklet occurrences appear on some cards and
must be taken into account during play.
[2.1] The Game Map: The game map
depicts the Near East as it existed at the The full deck of cards enters play in
time of the First World War. three “Epochs:” Morning (with the
Constantinople is the central hub of the blue headline background color, prior
game’s activity and six tracks emanate to the declaration of Jihad), Mid-Day
3 Ottoman Sunset 2.0 Game Rules
(with the yellow headline background Sample Markers
color, ending with the construction of
the Sinai pipeline) and Dusk (with the
gray background color, the period up
to the end of World War 1), with the
player trying to survive each card. Off-Map Battles and National Will markers
[2.2.1] Iron Cross Symbol: This
symbol indicates that the card is
handled differently when playing the
Combined Game using Hapsburg
Eclipse. The rules for that card in the markers for defending / forcing The Narrows
Combined Game are separately
described in the Combined rules
booklet (included with Hapsburg
Eclipse) and take priority over the
individual games’ rules. other assorted track and map markers
[2.3] The Playing Pieces: The square [3.0] SET UP
playing pieces come in two basic
flavors: “Front” units and information Follow these steps to set up the game:
markers. 1. Place the Mesopotamia Army
marker on space 5 of the
Front Back
Leader Mesopotamia track. The
Front Name

name Army should be on its


Symbol
Townshend side (Battle
Value of 3).
2. Place the Sinai Army marker on
Battle Value space 6 of the Sinai track.
Front units (“Fronts”) represent the The Army should be on the
military forces arrayed against the Murray side (Battle Value
Ottoman Empire: some are coalitions of 3).
of Allied nations (e.g., the Sinai Front, 3. Place the Russian Caucasus Army
the Mesopotamia Front, the Salonika marker on the 5 space of the
Front, and the Gallipoli Front) while Caucasus track. Use the
others represent homogenous forces Dashkov unit (Battle Value
operating against the Turks, such as the of 2 side up).
Russian Army and the Hashemite Arab
4. Set aside the Salonika, Gallipoli,
Revolt.
Arab and other Caucasus Front
The various information markers units. These enter play later.
(shown below) indicate the status,
5. Place the National Will marker in
possession or effect of an important
the 0 space on the Turkish
game activity or situation. Also
National Will track; keep the
included are markers that are used to
individual Battle markers
keep quantitative information on
nearby, just off the map.
tracks, such as net level of
victory/defeat and British Fortitude. 6. Keep the Minefield, Gun
Emplacement, British Fortitude, and
Ottoman Sunset 2.0 Game Rules 4
U-boats markers near The Narrows Actions in the form of German
inset section of the map. Set aside the Staff Operations during this Phase
Intelligence Bureau for the East, (see 8.7).
Resources/German Staff and other 5. Kaiserschlacht Phase: Only after
markers off-map in a convenient the Kaiserschlacht occurs, roll a
location. Western Front Off-Map Battle
7. Sort out the Morning (blue title bar) during this Phase each turn (see 9.0).
Epoch Cards, shuffle them together, 6. National Will Phase: Determine the
and place them face down next to the Turkish National Will and place the
map to form the Draw Pile. Sort out National Will marker in the
the other two Epoch’s cards (Mid- corresponding box of the Turkish
Day / yellow and Dusk / gray) and National Will track.
set them aside; they may enter play
A complete game continues until all
later.
the cards have been revealed and
[4.0] SEQUENCE OF PLAY played or victory / defeat occurs (11.0).
Each turn conduct the following Phases [5.0] EVENT CARDS
in this exact order:
The use of the Event cards is largely
1. Headline Phase: Reveal the top card self-evident. The notations on each
in the Draw Pile and place it, face card are presented in the strict order
up, in the Event Pile (a.k.a., the that they are applied during the
Discard Pile). That card becomes Sequence of Play and can easily be
the new Current Event card that performed from top to bottom and left
you resolve that turn. to right.
2. Event Resolution Phase: If an Adding Event Cards: Twice per
Event is listed on the Current Event game, at crucial junctures of the Great
card (other than the Kaiserschlacht), War, new cards are shuffled into the
it is resolved during this Phase. Draw Pile.
3. Army Movement Phase: Move all When a red-circled Event (i.e., #3 or
active Allied armies as indicated on #23) instructs you to add the Mid-Day
the Current Event card. If any or Dusk cards to the deck, take that
Advance into the Constantinople stack of cards (set aside during set up)
(0) space, you immediately lose the and shuffle them together with
game (see 7.6). whatever remains of the Draw Pile to
4. Action Phase: The Current Event form a new (larger) Draw Pile.
card usually confers upon you a
number of Actions. These are used [6.0] EVENT RESOLUTION
to: 1) launch Offensives against Events occur first when listed on a
Army units and push them back; 2) card. Many are self-explanatory, some
allocate Resources to other, Off-Map are explained here:
Theaters; 3) deploy the Intelligence [6.1] Activating Fronts: When placing
Bureau for the East, if it has been a Front unit on the map, it is
created; or 4) place additional placed in the highest-
Turkish Defenses in The Narrows. numbered box on its track.
Players may also spend previously That Front then becomes
allocated Resources as additional
5 Ottoman Sunset 2.0 Game Rules
“Active,” and its unit moves normally  If it is greater than (>) its Battle
via Event cards. Value, the result is a Victory: place
[6.2] Coups: Cards #5, 6, and 21 that Battle’s marker in the Victories
indicate a coup in India, Persia, and box.
Afghanistan, respectively. The Near East was only a minor theater
Procedure in the war and the successes and
failures of operations in the other, more
To resolve a coup, roll a die; add two
significant theaters of the war greatly
(+2) if the Intelligence
influenced it.
Bureau for the East marker
is in the box corresponding to Example: The Current Event, Brusilov
the country undergoing a Offensive, means you must conduct this
coup. If the result is greater than (>) Eastern Theater battle. War
5, the coup succeeds: place its Coup Weariness is not in effect, and you
marker in the Victories box (see 10.0). sagaciously have two Resources
Any other result has no effect: remove markers in the Eastern Front box.
that Coup marker from play. The die roll is a #, and with a net +2 DRM
During the course of the War, the (from the Resources markers), the
Central Powers spent considerable modified result is ‘5,’ resulting in a Victory.
resources attempting to subvert the Thus, you take the Brusilov Offensive
British Empire. marker and place it in the Victories box.
[6.3] Off-Map Battles: Several cards [6.4] Forcing the Narrows: When this
call for conducting a Western Theater, Event occurs, check to see if the
Eastern Theater or Naval battle. U-boats marker (card #14) is in
The Narrows (the insert map of
Procedure
the Dardanelles Strait). If it is,
To resolve an Off-Map Battle, roll a German submarines have preempted a
die and modify the result as follows: naval attempt to break through to
+1 for each Resources marker in Constantinople and made this operation
that Theater’s box (up to a impossible to perform, so this Event is
maximum of +2) skipped without effect. If the U-boats are
-1 if War Weariness (card not there, then when the Forcing the
#41) is in effect Narrows Event (card #8)
occurs, the Royal Navy
These modifiers are cumulative, but see attempts to run past all of the
8.1. Turkish defenses and take
Compare the modified result Constantinople by sea!
with the Battle Value on that
Procedure
Off-Map Battle’s marker.
Place the British Fortitude
 If it is less than (<) its marker in box 4 of its track.
Battle Value, the result is a Defeat: To sail the British Fleet up
place that Battle’s marker in the The Narrows, roll one die at
Defeats box. a time for each active
 If it equals (=) its Battle Value, Turkish Defense (gun
the result is a Stalemate: place emplacement or minefield
that Battle’s marker in the printed on the map or markers
Stalemate box. placed there, see 8.6), starting
Ottoman Sunset 2.0 Game Rules 6
in the southwest corner (skipping the simply remains off the map, ignoring
Seddulbahir Gun any Advance (or Retreat) result
Emplacement if it has been affecting it.
previously destroyed) and [7.2] Retreat Limit: No Front can be
proceeding up toward Retreated beyond the highest-
Constantinople itself (which is numbered space on its track.
resolved last).
[7.3] Advance in the Sinai: Due to the
Compare its die roll to the indicated lack of potable water, any Sinai unit
Turkish Defense’s Battle Value. If the Advance (not Retreat) into boxes 5 or
result is greater than (>) that defense’s 4 prior to the construction of the Sinai
Battle Value, there is no loss to British Pipeline (card #23) is contingent on a
Fortitude. If the result is less than or successful Attrition roll. Retreats are
equal to (≤) that defense’s Battle Value, made automatically.
reduce the British Fortitude marker by
one box.
Dardanelles Campaign Results
If the British Fortitude marker ever
reaches its 0 box, the mission is
abandoned and the Turks have won this
campaign. Do not continue rolling for
any unresolved Turkish defenses. The
game continues normally, and you have
earned a 1 Victory Point bonus should
you go on to win the game. Procedure
If the British Fortitude marker has not When an Advance is indicated into
reached the 0 box after the defenses at space 5 (El-Arish) from space 6, or
Constantinople have been resolved, the into space 4 (Gaza-Beersheba) from
Allies have captured the capital of the space 5, roll an unmodified die:
Ottoman Empire and the game ends
If the result is less than the Battle
immediately in a Turkish defeat (see
Value of the Sinai unit, it Advances
11.1.1).
normally. If the result is equal to or
[7.0] ARMY MOVEMENT greater than the Battle Value of the
Sinai unit, it remains in place and does
During the Army Movement Phase,
not Advance.
you must move the Fronts specified on
the Current Event card. Generally, Do not make this check once the
these Fronts Advance a single box Sinai Pipeline is built (card #23).
closer to Constantinople (i.e., to the The Sinai unit always Advances
next consecutively lower-numbered normally after that.
box) along their respective tracks. [7.4] Blocking Advances: A Yildirim
Occasionally, Fronts will Retreat one or Fortification marker might halt the
space (i.e., away from Constantinople, Advance of a unit attempting to enter
thus reducing their threat). its space.
[7.1] Inactive Fronts: When a Front is  The Gaza-Beersheba Fortifica-
not yet on the map, its unit does not tions: Even if the Sinai unit passes
move when instructed to do so. It the check for the needed water to
7 Ottoman Sunset 2.0 Game Rules
Advance (7.3), it might still [7.5] Strategic Sites: Spaces with
be prohibited from entering Ottoman flags in them are Strategic
space 4 (Gaza-Beersheba) Sites (e.g., Mosul). If, during the
due to the placement of the National Will Phase, an Allied unit
Fortification Gaza-Beersheba unit controls a Strategic Site, count it along
in that space (card #22). with other Defeats when determining
Akin to moving across the Sinai without the Turkish National Will (see 10.0).
a water pipeline, so too must the
Advancing Sinai unit make an(other)
Attrition Roll before entering the
Gaza-Beersheba space (4) while it is
fortified.
If unsuccessful, nothing happens.
No Advance is made by the Sinai
unit and it remains in El-Arish
(space 5). An Allied unit controls the space it
After the first successful Advance (i.e., occupies, plus all higher-numbered
the Attrition Roll was passed) against spaces behind it along its track. All
the Fortification, the Sinai unit is other spaces are Turkish controlled.
halted (i.e., it remains in El- Damascus: The capture of
Arish) and the Fortification Damascus counts as only one
marker is flipped to its enemy-controlled Strategic
“Weakened” side. After the Site, even if both the Sinai and
second successful Advance (against the Arab armies control it. If you
now weakened forts), remove the push either back beyond Damascus, but
Fortification marker from play and the the other remains, it is still counted once.
Sinai unit Advances normally. [7.6] Constantinople Falls:
 Yildirim: With the Yildirim When a Front enters the last
event (card #34), you receive space on its track
three Yildirim markers. You (Constantinople), the game
can spend these during a immediately ends in Defeat (see
subsequent Army Movement Phase to 11.1.2).
negate the Advance of the Sinai or
Mesopotamia units (only). Negating [8.0] PLAYER ACTIONS
one Advance (i.e., keeping that Each Event card specifies a number of
Advancing unit in its box instead of Actions conferred to you, the Turkish
Advancing it) requires the expenditure player. You may “spend” Actions to:
of one Yildirim unit (i.e., that marker is 1) launch Offensives against enemy
removed from play). Fronts; 2) allocate Resources to other
Note that you can wait to see if the theaters; 3) deploy the Intelligence
Sinai unit actually Advances because Bureau for the East marker once
of water or fortifications before available; or 4) place Turkish Defense
opting to commit a Yildirim marker units in The Narrows.
to stop it. Fortifications are not After using the Actions granted by the
affected (e.g., damaged) if a Current Event card, you may expend
Yildirim marker is used. additional Actions through German
Ottoman Sunset 2.0 Game Rules 8
Staff Operations (see 8.7). Actions are effect; that enemy Front remains in its
spent one at a time; you can see the current box.
effects of one Action before deciding If the result is greater than (>) the
how to allocate any remaining Actions. target Front’s Battle Value, that
[8.1] Die Roll Modifiers (DRMs): Offensive is successful: move the
Certain cards or conditions can impose a targeted Front back on its track by one
die roll modifier (abbreviated “DRM”). box. It cannot be ‘pushed off the map’
DRMs are cumulative, so in all such cases in this manner; instead, it simply
use the modified result of a die roll after remains in its track’s highest numbered
applying all applicable DRMs. box.
For Example: Modifying a die roll is both a  Damascus and Adana: In the event
+2 DRM and -1 DRM. These are cumulative, that an Offensive is directed against
so their net effect is to apply a +1 DRM to Damascus or Adana and both the
that die roll. Sinai and Arab Front units occupy
Thus, modified die roll results may end that box, you must specify which one
up being less than 1 or more than 6; is targeted by that Offensive; its
such results cause failure or success as results are applied only to that
any other natural die roll result would. specific Front unit.
Important: Regardless of the die roll [8.3] Multiple Efforts: There is no
modifiers, when conducting an limit as to how many Offensives may
Offensive (8.2) or Off-Map Battle be directed against a specific Front per
(6.3) a natural (unmodified) roll of ! turn (save the number of Actions
always results in failure, while a available to do so), nor how many
boxes it might be Retreated in a single
natural roll of ^ always results in
turn (up to and including reaching the
success.
highest-numbered box on its track).
Thus, even these modified die rolls are Failure or success on prior attempts
never certain or impossible! does not limit future attempts.
Note that you apply DRMs exclusively Similarly, you may make multiple
as indicated. That is, Offensive DRMs efforts per turn to allocate Resources
do not affect Off-Map Battle die rolls markers, or place Turkish Defenses.
or Coups, and vice versa. [8.4] Allocating Resources to Other
[8.2] Conducting Offensives: You use Theaters: There are three Off-Map
a military Offensive to try to Retreat a Theater boxes: the Western, Eastern,
Front (move it back one box away from and Naval Fronts. You must use two
Constantinople to its next-higher Actions to place one unallocated
numbered box). It costs one Action to Resources marker in any Theater box,
conduct an Offensive. but no more than two may
Procedure be in any Theater at the
When conducting an Offensive, same time. You cannot shift
designate which Front you are previously allocated
attacking and roll the die, applying all Resources markers between Theater
DRMs as appropriate. boxes!
If the result is less than or equal to (≤) You may later “spend” (permanently
the target Front’s Battle Value, that remove from play) these Resources
Offensive is unsuccessful: there is no markers if and when reclaimed as
9 Ottoman Sunset 2.0 Game Rules
future Actions via German Staff  You may place one Minefield for
Operations (see 8.7). free, if it hasn’t been placed already,
[8.5] Deployment of the Intelligence when the Turkish Minelaying card is
Bureau for the East: You revealed (#7).
receive this marker with card [8.7] German Staff Operations: The
#1, placing it in the Turkey player can gain one additional
box on its display. You can (“Reserve”) Action by
re-deploy it by spending one Action permanently removing from
and placing it in any of the other three play one Resources marker
foreign (non-Turkey) boxes: India, from an Off-Map Theater box. Known
Afghanistan, or Persia, from which it as German Staff Operations, you
can again be redeployed at the cost of liquidate in-play Resources markers
another two Actions on a future turn. If one at a time so that you can see the
this marker is in a country when a result of one Reserve Action before
Coup takes place there (see 6.2), add deciding whether or not to spend
two (+2) to the die roll to succeed. another. Naturally, the number of
This agency promoted subversive available Resources markers currently
activities in various British controlled allocated to Off-Map Theaters limits
regions not depicted on the map. German Staff Operations.
[8.6] Deploying Turkish Defenses German Staff Operations used to
Along The Narrows: In anticipation of launch Offensives are subject to any
a British Attempt to Force the and all restrictions on the Current
Narrows (see 6.4), you may Event card!
spend one Action each to [8.8] Asia Korps: When the Asia
place a Minefield or Gun Korps card is drawn (card #30), the
Emplacement piece of your player should take
choice onto The Narrows the Asia Korps
Display to supplement those marker. You can use
printed on it (which are “set this marker on any
up” there and are available subsequent turn or even the turn in
without any Actions cost). which it arrives. Use of this marker
There is no limit to the allows a +1 DRM for all Offensives for
number of Turkish Defenses that one turn against one Front. There
that you can deploy per turn. is no advantage to ending the game
You cannot place Turkish Defenses without using the Asia Korps marker.
after either the British have attempted
to Force the Narrows or the German
[9.0] KAISERSCHLACHT
U-boats in the Mediterranean Event The “Kaiser’s Battle” was a
(card #14) has occurred. Once placed, momentous event during The Great
these pieces cannot be removed nor War. Germany threw their last reserves
their cost refunded. into a great, continuing push on Paris
in an effort to capture it and break the
 The Seddulbahir Gun Emplacement
fighting will of the French and British
is destroyed (and thus marked with
armies in France, before the arrival of
its Destroyed marker) when the
the Americans altered the balance of
Gallipoli Invasion is launched (card
power.
#11).
Ottoman Sunset 2.0 Game Rules 10
Initiation marker is repositioned from the Victories to
Skip this Phase each turn until the the Stalemate box.
Kaiserschlacht Event occurs Ending the Kaiserschlacht
(card #46). When it does, The Kaiserschlacht Phase ceases to be
place the Kaiserschlacht conducted, and the Kaiserschlacht
marker in its holding box on marker is removed from play, when the
the Sequence of Play near the bottom game ends OR every Kaiserschlacht
of the map as a reminder that you must Battle marker is in the same Victories
conduct this Phase every turn for the or Defeats box (i.e., they are all in the
rest of the game. Victories or all in the Defeats box).
Procedure At that point, this great campaign has
After the Kaiserschlacht has permanently ended – one way or the other.
commenced, each turn during the
Kaiserschlacht Phase conduct an Off- [10.0] NATIONAL WILL
Map Battle (see 6.3) on the Western During this Phase, you must calculate the
Front against the lowest-numbered current Turkish National Will
unfought Kaiserschlacht Battle and adjust the National Will
marker (they are numbered ! to ^, so marker to reflect its current value.
fight ! first, @ the next turn, etc.). Procedure
Use all applicable modifiers for
Add the number of markers in the
Resources markers committed to the
Victories box. From that value, subtract
Western Front (+1 DRM each) and
the number of markers in the Defeats
War Weariness (-1 DRM).
box and the number of Strategic Sites
After fighting all six battles and
controlled by the Allies (see 7.5) at that
placing them in the various outcome
moment. Ignore markers in the
boxes, then during this Phase, first roll
Stalemate box. Place the National Will
a die to determine which Kaiser-
marker in the corresponding box on the
schlacht Battle marker is re-fought
Turkish National Will track (or the 5+
anew that turn, moving it to its new
if it is any value of +5 or greater). If
outcome box, if necessary, after
that value is less than (<) -3, the game
refighting it.
ends immediately in a Turkish defeat
Example: You have, over the (see 11.1.3).
past six turns, fought all of the
Kaiserschlacht Battles and [11.0] VICTORY & DEFEAT
their markers now reside in the Defeat can occur in three ways at any
Victories, Defeats and Stalemate outcome time. You achieve a Victory by
boxes. Now during this Phase, you roll a surviving the play of every card in the
die to determine which of these battles is game and then measuring your final
re-fought. A die roll of # means the marker position on the board.
with the French flag and a Battle Value of
[11.1] Instant Defeat: There are three
‘4’ (currently in the Victories box) must be
ways to lose the game instantly:
re-fought. With War Weariness in effect (-1
DRM) and no Resources committed, the 1. The British succeed in Forcing the
roll to re-fight this battle is a %, which is Narrows (see 6.4)
reduced to a ‘4.’ This is a Stalemate, so this 2. A Front unit Advances into
Constantinople (see 7.6)
11 Ottoman Sunset 2.0 Game Rules
3. Turkish National Will collapses Begin by adding the numbers of the boxes
(10.0) occupied by Allied Fronts and scoring that
[11.1.1] Forcing the Narrows: As many VPs.
described in Case 6.4, if this attempt to Example: At the end of the game, the Arab
capture Constantinople by Front is in Aquaba, its 3 box. That would
sea is made, and the British add +3 Victory Points. Score each on-map
Fortitude marker survives Front separately and add them together.
the gauntlet of Turkish You score 0 points for the Gallipoli
Defenses, ending in its 1 box (or Front being inactive; we have already
higher), the game instantly ends in a factored this in.
Crushing Defeat.
To that sum, add the final value of the
[11.1.2] Capture of Constantinople: If Turkish National Will (see 10.0; note that
an Allied Front Advances into this can exceed +5; use the actual value)
Constantinople (effectively which, in this case, means subtracting that
reaching the 0 space on its amount if it is a negative value.
track), the Ottomans drop out
You are also awarded Bonus Victory
of the war and seek terms.
Points as listed below:
Determine the Level of Defeat by
+2 VPs if the Caucasus Front is not on the
adding together all of the still-
map (due to the Russian Revolution)
unrevealed cards (even those not yet
added to the deck), and then +1 VP if an attempt to Force the
subtracting the current Turkish Narrows was made and defeated
National Will (i.e., the box number (see 6.4)
where the National Will marker Compare that sum to the table below:
resides, remembering to add a 10 or less Tactical Victory
negative number in this case, 11 to 19 Marginal Victory
pursuant to the rules of math). 20 to 24 Operational Victory
Finally, compare that sum to the 25 to 28 Strategic Victory
table below to determine the result: 29 or more International Victory
1 or less Pyrrhic Victory [11.3] Outcome hypotheticals: To
2 to 10 Strategic Stalemate give more of a sense of what a game
11 to 25 Marginal Defeat result would equate to in the real
26 to 35 Strategic Defeat world, the game designer has included
36 or more Crushing Defeat his speculation of what each result
[11.1.3] Collapse of National Will: would mean to world history.
A collapse of Turkish National Will International Victory: As a result of
is automatically a Crushing Defeat. their setbacks in the Middle East,
Note that this was historically the France and Britain sue for peace. The
fate of the Ottoman Empire. Sultan becomes ruler of all Muslim
lands, stretching far into Asia and
[11.2] Winning the Game: There is only
covering the entire coastline of North
one way to win the game, and that is to
Africa. Germany takes over the rest
survive all of the Event cards without of the British and French Empires.
losing. After completing the last Current The Ottomans and Germany together
Event card, determine the level of your invade the Soviet Union and partition
victory by scoring Victory Points (VPs). much of the remaining Russian state.
Ottoman Sunset 2.0 Game Rules 12
Strategic Victory: The resurgent lands receive their independence in
Ottoman Empire stands amidst the the form of a unified Arabian state
victorious Central Powers. Under the after the Turks refuse to counter the
Peace of Berlin, the Ottoman Empire is uprising of the House of Sa’ud, which
awarded control of Egypt, Crete, Cyprus was heavily funded by the resentful
and much of the Caucasus and central Western Allies.
Asia. A period of increased tension with Pyrrhic Victory: After the defeat of
the British Empire ensues as the Germany, the Western Allies look to
Ottomans promote Pan-Islamism, with launch further offensives against the
the tacit support of Kaiser Wilhelm of undefeated Ottoman Empire. However,
Germany, the foremost leader in due to war weariness, all sides agree to
Europe. a peace that leaves the Ottoman Empire
Operational Victory: The Ottoman intact as it was before the war. Allied
Empire survives the First World War by mandates are set up as buffer states
reaching a negotiated peace between between the Ottomans and the new
the warring powers under the auspices Soviet Union. Internal tensions lead to a
of the Pope in Rome. Compensating Civil War that restores the Sultan to
the Ottomans for their losses is complete authority when the Young Turk
substantial territory in Russia and they leadership is defeated by Mustafa
are able to fund their efforts to suspend Kemal’s forces at the Sultan’s dispatch.
Arab nationalism with increasing oil Strategic Stalemate: The Ottoman and
revenues, especially from the German- Allied forces reach an armistice on
Turkish co-dominion of Azerbaijan. The November 11, 1918, basing the borders
British concede to joint administration of of the new state of Turkey on the battle
Egypt. The Ottoman Empire survives lines as they stand. The transition to
until well after the outbreak of the Democracy for Turkey is difficult.
Second World War. Deprived compensation for their
Marginal Victory: Despite the defeat assistance, Greece aligns with Hitler
of Germany in the West, the Ottoman during World War 2, seeking to claim
Empire survives the war with its territory in Asia Minor.
sovereignty intact. It works on Marginal Defeat: The Western Allies
rebuilding its society and continues to make a separate peace with the
modernize using new revenues from Ottomans, reducing the Ottoman
the formerly Russian oil port of Baku. Empire to a rump state of Turkey as a
Enver Pasha, however, overplays his result. Allied mandates are set up to
hand; he is killed in battle intervening govern the former Arab territories.
on the side of the Russian Whites in Within a couple of years, Mustafa
the Russian Civil War in an attempt to Kemal launches a bloodless coup,
seize Central Asia. Lenin demands removing the CUP from power and
the return of Russian territory to the forcing the Sultan to abdicate. Turkey
Soviet Union in the Peace of Kars. becomes an Axis power in World War
Tactical Victory: In the aftermath of 2, making Hitler’s defeat much more
the First World War, the Ottoman difficult.
Empire becomes the new Turkish Strategic Defeat: The Ottoman
Republic. Enver Pasha wins the Empire surrenders in November,
election as the first President of the 1918, but still manages to avoid Allied
new state, but spends his time in occupation. Reduced to its core
office trying to rebuild his shattered territories in Asia Minor, the Sultanate
society. Some years later, the Arab removes the Young Turk leadership
13 Ottoman Sunset 2.0 Game Rules
and Mustafa Kemal (Ataturk) is If the Allies lose control of Tafilah then
executed after an abortive uprising. this flank attack possibility is lost and the
Crushing Defeat (Historical Result): Fortification marker functions normally.
The Ottoman Empire surrenders in If this Flank Attack does take place, and
October, 1918, with the rest of the the player goes on to win the game, score
Central Powers following thereafter. one additional (+1) Victory Point (see
The League of Nations sets up 11.2).
mandates in the Middle East, [12.2] The Historical Game (Neutral):
governed by the victorious Allied Players desiring to encounter the events
powers. Those same Allied powers of the Great War in their historical
attempt to partition the Anatolian sequence can simply play all of the cards
heartland of Turkey, with the in numerical order, #1 to #49.
acquiescence of the Sultanate, but a
Nationalist uprising led by Mustafa [12.3] Military Intelligence*
Kemal (Ataturk) defeats them. (Advantage; thanks to Mark
Giordano): While the
[12.0] OPTIONAL RULES Intelligence Bureau for the
You can add the following Optional East marker is in the Turkey box on
Rules to vary the experience of playing its display, all Offensives versus enemy
Ottoman Sunset. Each Rule states Fronts in their ‘1’ boxes (i.e., adjacent
whether it works to the Player’s to Constantinople) receive a +1 DRM
Advantage (making the game easier), (not +2; flip this marker over as a
Handicap (making the game harder), reminder if you are using this Rule).
or is Neutral (may make the game This marker could have been moved
harder or easier depending on how it from the Turkey box and returned or it
plays out). The “Designer’s Choice” may have simply remained there since
Optional Rules are marked with an being received.
asterisk. [12.4] Arab Feints* (Handicap): If the
[12.1] Flanking the Gaza-Beersheba Arab unit is at Tafilah (box
Line (Handicap): If the Sinai unit is 3) or a lower-numbered box,
attempting to Advance against the you cannot conduct an
Fortification Gaza-Beersheba marker Offensive versus the Sinai
and the Allies control Tafilah (space 3 Front unless an Offensive is first taken
on the Arab track, but it cannot have against the Arab Army (whether it is
been just captured during the current successful or not).
Army Movement Phase), then the Sinai
unit automatically passes its Attrition German Staff Operations are not
Roll to Advance against the fortifications limited in this manner.
(see 7.4). During the Palestine campaign, the
British frequently deployed Arab
forces on their eastern flank to distract
Turkish reserves away from the main
British thrust. This was particularly
apparent during the Arab attack on
Deraa, tying up Central Power forces
before Allenby made a sweeping
advance on the coastal plain, leading to
the climactic Battle of Megiddo.
Ottoman Sunset 2.0 Game Rules 14
[12.5] Lenin (Neutral): To take the This rule may provide the player with
Russian Revolutions out of the card great control over the Caucasus Front
draw realm, use this rule: and hence may make the game easier,
 The Provisional Government (#35) but it also carries the effect of making
and Bolshevik Revolution (#43) the Revolutions non-automatic and
cards have their Event text ignored. costly, which may not inure to the
The Advances and Actions player’s advantage.
conferred by the card remain [12.6] Additional German Assistance
unchanged, so perform those. (Advantage; it is recommended that
 The Caucasus Front is this Rule be in effect if the Lenin Rule,
reduced to its Provisional above, is also in effect):
side (i.e., flipped to its one- When the first card of a new
Battle-Value-lower side) if: deck (Mid-Day and Dusk) is
revealed, the player receives
o The Mid-Day cards have been one free Resources marker (if it has
added to the deck; and remained unpurchased and is thus still
o Two German Staff Operations available) which is immediately
are spent (one of which must be allocated to a Theater as per Case 8.4
from the Eastern Front); and (and can affect an Off-Map Battle that
o At least two Eastern Front Off- turn).
Map Battle markers are in the The degree of German assistance to
Victory box. their Central Power allies was vast and
 Once, on any turn after the increased dramatically as the war
Caucasus Front is at its Provisional progressed. To some degree, the cards
strength, it can be removed from the reflect this, but this Optional Rule
map if: simulates this further, while reducing
the game’s difficulty.
o The Dusk cards have been added
to the deck; and [12.7] Persian Intervention
(Advantage): You may also allocate
o One German Staff Operations Resources (see 8.4) to the Persia Coup
from the Eastern Front is spent;
box (indicating the entry of Turkish
and
forces into that theater). No more than
o At least three Eastern Front OR one Resources marker can exist in that
two Kaiserschlacht Off-Map Theater at a time and its presence in the
Battle markers are in the Victory Persia box has no effect on any Coup
box. A combination of the two determination there.
types is not acceptable.
While a Resources marker is in the
The game has the revolutions in Russia Persia Coup box, before conducting
as events beyond the player’s control. any Advances by the Caucasus or
To some degree, this is accurate, but Mesopotamia Fronts, a Persian
actions of the Central Powers, in fact, Intervention roll is triggered on the
played key roles in both revolutions, table below. If Persian Intervention is
both indirectly through Russian in effect and both of these Front units
defeats, and directly through the Advance on the same card, roll for the
shipping of Vladimir Lenin to the Caucasus Front first.
Finland Station in 1917.
15 Ottoman Sunset 2.0 Game Rules
Persian Intervention Table can commit him to join an Offensive
Result Outcome for a +1 DRM (cumulative with any
other DRMs) prior to rolling the die.
≤1 That Front Advances
normally and that Resources He cannot be used to launch his own
marker is spent (removed Offensive (i.e., the player must still
from play) spend an Action), and can only be used
once during an Offensive for a single
2 or 3 That Front Advances +1 DRM.
normally
Historical Restrictions: The Mustafa
≥4 That Front does not Advance Kemal DRM can only be used on the
and remains in its present Gallipoli Front until Gallipoli is
space evacuated, if ever. Only after an
Die Roll Modifiers for the Persian evacuation from Gallipoli can the
Intervention Table are as follows: Mustafa Kemal DRMs be applied to
+1 If the Persian Coup marker is in the Sinai or Arab Fronts (only). You
the Victories box cannot apply the Mustafa Kemal DRM
+1 If the Russian Provisional against the Caucasus, Salonika, or the
Government is in effect Mesopotamia Front.
(Caucasus Front roll only) [12.9] Capital Resilience (Advantage;
-1 If the Dusk deck has been thanks to Steve Carey): Instead of
introduced losing automatically, if the
Constantinople space is
-1 If the Gallipoli Front has been entered by an enemy unit
evacuated (Mesopotamia Front roll (not the Allied Fleet from
only) Forcing of the Narrows), resolve this
Once a 1 or less is rolled, no subsequent calamity thus instead:
Persian Intervention rolls are made until  Place that enemy unit back on its 1
and unless another Resources marker is space.
allocated to the Persia box.
 Move any one marker in the
While not simulated directly in the
Victories box over to the Defeats
game, Turkish, Russian, and British
box. This will cause a two-point
forces and their proxies engaged in
swing in the National Will value
direct conflict in Persia (Iran) at
when calculated each turn.
various points during the Great War.
If there are no markers in the Victories
To simulate the effect this “sideshow”
box, then the player does lose
theater had on the Russian and British
automatically.
commands in the Near East (and, to a
lesser extent, to the Turks), you may [12.10] Forcing the Narrows Redux
add these Persian Intervention rules. (Handicap): When playing with this
Optional Rule, remove (i.e., eliminated
[12.8] Mustafa Kemal (Advantage):
due to engagement with the Allied
Mustafa Kemal was the best
navy) any non-permanent gun or
Turkish military leader in
minefield that conducted its attack
the conflict. Three times per
during the first attempt to force the
game (maximum) the player
Narrows. You can rebuild these pieces
between Allied attempts to Force the
Narrows.
Ottoman Sunset 2.0 Game Rules 16
To simulate the possibility of a second evacuation (via card #24). It costs 1
attack on The Narrows (or a first attack Action to remove the destroyed marker
after the arrival of German U-boats), from play, making that gun site
these rules apply: operational again.
Early German U-Boat Arrival The British considered Forcing the
If the Forcing the Narrows card (#8) is Narrows a second time, particularly
drawn before the Dusk cards after the failure of the Suvla Landing.
have been added to the deck It is unclear whether a second attempt
and the U-Boats marker is in would have fared better than the first,
The Narrows area (i.e., card especially considering the withdrawal
#14 has been previously drawn), then the of most of the more modern warships
Forcing the Narrows card is not played after the arrival of German U-boats in
at this time. Instead, add this card to the the Mediterranean.
Dusk deck (i.e., the Fleet tries again later [12.11] British Submarines
when those cards enter play) and move (Handicap): When the Armenian
the U-boats marker to the 4 box of the Volunteer Units card (#9) is
British Fortitude Track. drawn (there is no causal
When redrawn, the Forcing the connection, but this card is
Narrows Event (6.4) does occur, but as good a trigger as any),
the British Fortitude marker place the British Submarines unit (on
starts in its 3 box (rather than the reverse side of the Kaiserschlacht
its 4 box) due to the presence marker) in the Kaiserschlacht
of German U-boats. marker’s holding box on the Sequence
A Second Attempt of Play chart near the bottom of the
map.
If the Forcing the Narrows Event (6.4)
occurs and fails before the Dusk cards At the end of each turn, during the
have been added to the deck, the Fleet Kaiserschlacht Phase, you must roll
will make a second attempt. Instead of the die to conduct one free “attack”
continuing with that card’s Advances and against this British Submarines unit.
Actions, immediately end that turn and  A result of @ or higher is a
add this card to the Dusk deck (i.e., the “success” and has no effect.
Fleet tries again later when those cards  A result of ! is a “failure” and, if
enter play).
any Resources markers are currently
When redrawn, the Forcing the placed on the map, you must choose
Narrows Event (6.4) does occur, but one of them to remove from play. If
the British Fortitude marker starts in none of these markers are on the map
its 3 box (rather than its 4 box) if the (in an Off-Map Front box or the
German U-boats marker is in The Persia Coup box), then there is no
Narrows (i.e., card #14 has been effect.
previously drawn).
You must suffer the British Submarines
Rebuilding the Sedulbahir Guns every turn in this manner until one of
You can rebuild the on-map the following events occurs:
Sedulbahir gun emplacement  Card # 14 (German U-Boats in the
after its destruction (via card Mediterranean), #24 (Gallipoli
#11) and after Gallipoli’s Evacuation), or #46
17 Ottoman Sunset 2.0 Game Rules
(Kaiserschlacht) is subsequently This option applies only to previously
drawn (in the latter case, flip the placed Gun Emplacement markers,
British Submarines marker over); not permanently placed guns (e.g.,
OR Seddülbahir or Constantinople) or
 You spend two Actions to place Minefield markers.
submarine nets in The Narrows. GAME CREDITS
When any one of the above occurs, Game Design: Darin A. Leviloff
remove the British Submarines Development: Josh Neiman
marker from play for the rest of the Documentation: Alan Emrich
game and ignore this Rule. Map Art: Tim Allen
At the time of the Gallipoli campaign, Cover Art: Vinh Ha
the Allies launched many submarines Graphic Design: Barry Pike III
into the Turkish Straits, eventually Playtesting: Geert van der Burgt, Steve
deploying 13 submarines, of which 8 Carey, Terry Coleman, Tom Decker, Dave Ells,
were ultimately destroyed. They Mark Giordano, Hans von Stockhausen
penetrated The Narrows on 27 separate Proofreading: Simon King, Leigh Toms, Ian
occasions and Turkish losses included Wakeham, Karen Wolterman
1 Battleship, 1 Destroyer, and several
small war and transport vessels.
Eventually the placing of a submarine
net in The Narrows put an end to this
threat.
[12.12] Basra Landing (Advantage):
Due to Allied delays in launching their
campaign, the Mesopotamia unit sets
up off-map and is placed on the Basra
space the first time a card calls for it to
Advance.
At the start of the war, British-aligned
forces were not based in Basra. As a
prerequisite to converting that city into
a base of operations for further
advance, British forces landed at the
Fao Peninsula and, from there, moved
on to Basra.
[12.13] Cannibalizing Narrows
Artillery (Advantage): During any
Action Phase before the die is rolled
for a declared Offensive, you
may permanently remove
from play one previously
placed Gun Emplacement
marker (only) from The
Narrows Display to gain a +1
DRM (cumulative with any other
DRMs) for that Offensive.
Ottoman Sunset 2.0 Game Rules 18
[13.0] Ottoman Sunset EXAMPLE OF PLAY
War Clouds gather in the East and the Ottoman Empire has entered the Great War.
With a Russian Army under Dashkov poised to invade at Kars, an Indian-British force
under Townshend in Basra on the Persian Gulf, and General Murray in the Suez, the
Player draws from the shuffled Morning Deck.
The first card drawn is the Second Battle of Ypres (#10). First,
the event is resolved as an Off-Map Battle. The marker reveals a
4, meaning that a roll of % or ^ (higher than that value) will
result in a victory, a roll of $ (equal to that
value) will result in a Stalemate, and a roll
of ! to # (less than that value) will result
in a defeat. Applying no modifications
because no Resources markers are yet
placed in the Western Theater nor has “War
Weariness” been drawn, the player rolls a
! and the Germans are repulsed in their Western Front attack;
the marker is placed in the Defeats box.
Now that the Event Resolution Phase is done, Army Movement is conducted. The card
indicates an Advance by the Caucasus Army and the Sinai Army. Dashkov is moved to
Sarikamish (Space 4), but Murray fails to Advance because a # is rolled which
does not allow an Advance into the Sinai due to water concerns (see 7.3). In the
Action Phase, the player can decide what to do with the “1 Action” awarded.
The Turks decide to use it to garrison the Turkish Straits, purchasing a
Minefield marker and placing it in either space on The Narrows Display.
Skipping the Kaiserschlacht Phase because that card has not been drawn (nor
could it be at this stage of the game), the National Will is now adjusted to “-1”
because of the defeat at Second Ypres.
The next turn begins. The Intelligence Bureau for the East is established (#1). The
Intelligence Bureau marker is placed in Turkey on
the Intelligence Display. Next, the Mesopotamia
Army Advances to Ctesiphon (Space 4). The one
Action is spent re-deploying the Intelligence Bureau
to India, in case a coup opportunity presents itself.
National Will remains at “-1.”
Turkish Minelaying (#7) is the next card
drawn. A second Minefield marker is placed for free on the Narrows Display. The
Arab Army would Advance, but it is not yet activated, so that Advance is ignored.
The Caucasus Army Advances to Van. The Young Turks decide to use their Actions
in military Offensives. Taking advantage of the +1 DRM vs. Mesopotamia conferred
by the card, Townshend is attacked and, with a roll of %, is sent back to Basra. It can
be pushed back no further, so the Turks re-direct their remaining attack to the
Caucasus Front. With another %, Dashkov is sent Retreating to Sarikamish (Space 4).
No change to National Will, which remains at “-1.”
The Gallipoli Landings occur (#11) and the Hamilton
counter is placed on the track at Battle Value of 2 on
Space 4 (Cape Helles) and the Seddulbahir guns are
marked “Destroyed” on The Narrows Display. Since the
Arab Revolt hasn’t been triggered, only General
19 Ottoman Sunset 2.0 Game Rules
Dashkov Advances, returning to Van. Both available Actions are invested in a Resources
marker that is immediately placed in the Western Theater.
The next event is the Ghadar Conspiracy (#5), a Coup card associated
with India. Normally, a ^ is required for a coup to be successful, but
because the Intelligence Bureau for the East has been placed in that box, a
DRM of +2 is applied, making a $ or higher successful. A # is rolled
and failure results. It is not placed in the Defeats box, however, as the Coup marker is
simply removed from the game (6.2). Hamilton Advances to Anzac Cove (space 3) on
the Gallipoli Front, while Dashkov seizes Erzurum (Space 2), a Strategic Site (7.5).
Both Actions are Offensives directed at Dashkov and he is forced back to Sarikamish
by rolls of % and #, respectively (higher than its Battle Value of 2). National Will
remains unchanged because the Russian forces were ejected from Erzerum and a
failed coup cannot count against National Will.
Jihad is declared (#3). The Mid-Day cards are shuffled into the
Draw Pile. Dashkov Advances to Van, Townshend re-emerges in
Ctestiphon, and (despite the water situation) Murray Advances to
El-Arish on a roll of @. The first Ottoman Action is spent on
building a gun emplacement for the Narrows at Yildiz, since
there is now a possibility that the Allies will attempt to Force the
Straits. An Offensive is directed at Hamilton on the Gallipoli
Front, and a $ sends him back to Cape Helles. With the final
Offensive, Murray is sent back to the Suez with a ^. The +1
DRM conferred by the card was unnecessary.
The next card is Mesopotamian Siege (#27). The Mesopotamia Front is Retreated
one space to Basra and flipped over from the Townshend side to the Maude side
(Battle Value of 4). The Mesopotamian Siege counter is placed in the
Victories box, raising National Will to “0” at the end of the turn. This is
actually a rough card to draw so early in the game as it makes the
Mesopotamia Front much more formidable. Dashkov Advances to
Erzurum, but the Salonika Advance cannot take place (that Front is not active). The
one Action sends Dashkov back to Van via a successful Offensive.
The Somme (#31) is the next event. Rolling for an off-map victory against a value of 3 with a
+1 DRM for the Resources marker in the West, the result is a Stalemate (tie)
when a @ is rolled. The Somme battle marker is placed in the Stalemate box and
National Will shall be unaffected. Hamilton returns to Anzac Cove and a poor
Offensive roll of @ cannot push him back. The Salonika Front is still not yet in
play, so once again its listed Advance is ignored.
The next card drawn is the Fortification of Gaza-Beersheba Line (#22). The player
agonizes over whether to forfeit the two Actions to build the Fort when
pressure in the Sinai has been slight. The player relents and the
Fortification marker is placed in a non-weakened state in the “Gaza-
Beersheba” space (Space 4 on the Sinai Track). In the Army Movement
Phase, only Mesopotamia may Advance and Maude seizes Ctestiphon. The Action
Phase is omitted because the two Actions have been forfeited and the player does not
want to spend the one Resources marker using German Staff Operations that’s
deployed to the Western Theater.
Ottoman Sunset 2.0 Game Rules 20

[14.0] DESIGNER’S NOTES


By Darin Leviloff
You hold in your hands the re-release of Ottoman Sunset. It does seem strange to re-
release the last game I designed before re-releasing others with a longer pedigree.
Rest assured, the folks at Victory Point Games (hereafter VPG) never stop working
and those are in the works. But for now, one thing at a time…
The reason that this re-release jumped the queue is that we’ve got something unique
planned. What is that? It would be the upcoming release of Habsburg Eclipse – our
first foray into combined gaming in the States of SiegeTM series. With Ottoman
Sunset and Habsburg Eclipse combined, you can play two fronts and two games at
the same time. But, get this – you can also play them co-operatively with another
player! They are still very much solitaire and stand-alone games, but they have this
one additional aspect. Soon, you will be able to simultaneously lead the Austro-
Hungarian and the Ottoman Empires on their path to dissolution (or victory, if you
are clever and fortunate enough) in the First World War.
Now, please allow me to strip away at a fiction that has been with this game since
release. That fiction is that you represent the Ottoman Empire. Power in the Ottoman
Empire during the First World War, contrary to popular myth, did not rest with the
Sultan. By this time, the power of the Sultanate had been significantly curtailed to
the point where the Sultan was a mere figurehead. This, perhaps, enabled the Sultan
(albeit on the throne only 5 months since Mehmed V died in July 1918), historically,
to work with the British authorities after surrender, much in the same way that
Emperor Hirohito was able to work with the Allied High Command after World War
II. The Ottoman Empire was run (officially) by a triumvirate of three “Young
Turks”- Djemal Pasha, Talaat Pasha, and most
importantly, Enver Pasha.
Enver Pasha had maneuvered the Ottoman
Empire into the First World War through a
secret alliance with Germany and the unilateral
action of ordering the shelling of the Russian
Navy. A myth has arisen that it was precipitous
action by the British in confiscating Turkish
naval vessels under construction and/or the
flight of the Goeben that triggered Ottoman entry into the war. This doesn’t reflect
reality, however, as it is clear that the Turks had already aligned themselves with the
Germans prior to either of these events. While it didn’t have to go down the way it
did, once the War in the Near East began, the Germans eventually took charge.
It is also common to think of the First World War as a conflict between two equal
alliances, but it wasn’t. The Allied Entente had powerful partners – the vast armies
of Russia, modernized France, the resourceful Britons, and eventually the industrial
might of America. The Central Powers had the military power of Germany, but the
lesser-aligned nations of Austria-Hungary, the Ottoman Empire, and later Bulgaria
were never on par. A series of military misfortunes (Enver Pasha’s failed Caucasus
campaign in the winter of 1915 and the devastating defeat of the Austrians in the
initial Carpathian campaign) eliminated whatever sovereignty those nations
21 Ottoman Sunset 2.0 Game Rules
maintained from their German overlords. From that point forward, Germany was
running the Central Powers’ war and the others were along for the ride.
I don’t know if I originally had this conception of the war when I designed Ottoman
Sunset; it came together as the components of the game took form. At the end of the
day, I had emerged with a design where it seemed very clear that the power being
simulated was not the power depicted on the map. Whether it is in the form of the
Intelligence Bureau for the East, the Asia Korps, the Yilderim, or the German Staff
Operations/Resources… the invisible hand of the Kaiser is always apparent. Once I
understood that, then the path to linking the game with the other “sister” power,
Austria-Hungary, came to the forefront, but more on that in the Designer’s Notes for
the other game. Let’s talk about this Gold Banner upgrade for this game.
When I started working with VPG, they were little more than Alan and Vinnie,
working out of Alan’s attic, with the desire to make small playable games from
designers new and old. Their mission hasn’t changed. What has changed is not the
scope of the enterprise, but the ability of the company to produce game components
at a state-of-the-art level. The Little Game Company That Could has become The
Not-So-Little Game Company That Has. But, part of the transition from brave
upstart to established entity has involved upgrading its earlier catalog so that the
quality of components matches the quality of the designs. The Gold Banner edition
of Ottoman Sunset that you hold is not the first to fit this pattern, but it is the latest.
What we’ve done here is taken a good game and made it even better. What we
haven’t done is alter what made the game a great and challenging experience in the
first place. The rules in this edition are nigh identical to the prior incarnation, with
only the exception that we’ve added some language to accommodate the future
expansion of the combined game if, and when, you are ready to take that next step.
Furthermore, the optional rules which were freely given on the VPG website are
now included in the body of this manual, and the components are more designed to
accommodate them. Additionally, we’ve also upgraded the components to provide a
more enjoyable game experience and even added a new event and a set-up card.
We’ve also fleshed out some counterfactuals for you.
What you are left with is a great game that creates its own narrative. You get the
educational value of history as it was with the twists and turns of history as it could
have been. Each game tells a story—similar, but never the same. Will the Allied
Fleet’s force the Dardanelles, seizing Constantinople? Or will General Allenby break
the will of the Turkish nation by capturing Damascus? Or will Turkey emerge
victorious after Germany prevails on the Western Front? Sit down and find out!
Acknowledgements
While I used many historical resources in the design of this game, Brad and Brian
Stock’s Pursuit of Glory from GMT, Joe Miranda’s Twilight of the Ottomans from
Strategy & Tactics magazine, and Keith Poulter and Roger Nord’s Lawrence of
Arabia games must be singled out, and the books Gallipoli: The End of the Myth by
Robin Prior, Crowns in the Gutter by Ted Raicer, and Gallipoli by Alan Moorehead.

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